<html><head><meta http-equiv="Content-Type" content="text/html charset=iso-8859-1"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;" class=""><br class=""><div><blockquote type="cite" class=""><div class="">Am 17.04.2018 um 21:05 schrieb H. Nikolaus Schaller <<a href="mailto:hns@goldelico.com" class="">hns@goldelico.com</a>>:</div><br class="Apple-interchange-newline"><div class=""><meta http-equiv="Content-Type" content="text/html charset=iso-8859-1" class=""><div style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;" class="">Hi Sven,<div class=""><br class=""><div class=""><blockquote type="cite" class=""><div class="">Am 17.04.2018 um 16:31 schrieb Sven Dyroff <<a href="mailto:S.Dyroff@phytec.de" class="">S.Dyroff@phytec.de</a>>:</div><br class="Apple-interchange-newline"><div class=""><font size="2" face="sans-serif" class="">Hello Nikolaus,</font>
<br class="">
<br class=""><font size="2" face="sans-serif" class="">> It looks as if it is much more
often reporting accelerometer events (ca. 15ms) than the 4.16 kernel (ca.
100-200ms).</font>
<br class="">
<br class=""><font size="2" face="sans-serif" class="">> But neither change has the effect
of making the graphics faster and smoother.</font>
<br class="">
<br class=""><font size="2" face="sans-serif" class="">> So there is likely a third factor
involved when comparing to GTA02.</font>
<br class="">
<br class=""><font size="2" face="sans-serif" class="">no, I think you've found the cause!</font>
<br class="">
<br class=""><font size="2" face="sans-serif" class="">100-200ms results in a frame rate of
5 to 10 Hz which is awfully slow!</font>
<br class=""></div></blockquote><div class=""><br class=""></div>Unfortunately no. Would be too simple...</div><div class=""><br class=""></div><div class="">There is a background thread that reads the accelerometer every now and then and</div><div class="">simply returns the last value each time it is called. So these speeds are completely</div><div class="">decoupled! QtMaze does not see any delay in code when calling getacx(). This</div><div class="">returns the value of a global variable that is updated by the background thread.</div><div class=""><br class=""></div><div class="">The accelerometer delay can only be recognized by a delayed reaction but</div><div class="">has no influence on the frame rate. So graphics should not have small jumps if</div><div class="">you don't move the device...</div><div class=""><br class=""></div><div class="">So we still have to dig deeper into it... For example someone could look</div><div class="">into the sources of QtMaze how the display redrawing is done.</div></div></div></div></blockquote><div><br class=""></div>It is here:</div><div><br class=""></div><div><a href="http://git.goldelico.com/?p=gta04-qtmoko.git;a=tree;f=src/3rdparty/games/qtmaze;h=38f4df583bba2a4712baf40915bc0026fb16dc8d;hb=398d5c957571fed6b63174cfd2e4b6d57aeff9a4" class="">http://git.goldelico.com/?p=gta04-qtmoko.git;a=tree;f=src/3rdparty/games/qtmaze;h=38f4df583bba2a4712baf40915bc0026fb16dc8d;hb=398d5c957571fed6b63174cfd2e4b6d57aeff9a4</a></div><div><br class=""></div></body></html>